This is Fortress Complete a mod by me adding new industries, civilizations, and creatures to your game
ANY ideas that people would like to give would be appreciated, and
Igfig- for DFLang
SanDiego- for your realistic tissue rebalance
Hugo the Dwarf- for inspiration and also for your neck/spine fixes
Vherid- for your neck/spine fixes
Urist DaVinci- for your epic ability at modding, for giving the magma reactions to the public, and for various helping steps along the way
Nihilist- for your brain stem project
Flamingtext.com- for the nice logo
Includes:
Includes Phoebus graphics and DFhack.
Industries added:
~Manufacturing Industry
-Build a die caster and begin casting weapons, trap components, armor, goblets, pots, and trumpets quickly
-Each kind of thing requires its own kind of mold (weapon/trap, armor, misc., gnome)
-Weapons, armor, ammo, and trap components will only use weapons-grade metals, the others will use any metal
* -Allows you to make inarticulate gauntlets, to be articulated at a gauntlet workshop. WORKS!
-You can also no longer use gauntlets with the left/right descriptors.
-Cotton candy (both the spoiler mat. and the actual food kind) cannot be cast. The psychic beard cannot control that much cotton candy at one time through the molds.
-Same cost for each, just works very quickly (5 at a time, except for goblets and ammunition)
-Parts for them must be traded from the tech gnomes or made on your own in a gnome workshop- requires gnomish schematics
-Also, an autowelder to take cast furniture parts and make them into multiple pieces of furniture
*NEW* ~Enchanting Industry
-Make magic wands in the Dwarven Advanced Smithy with Hearts of Armok
-Enchant armor to increase strength -more to come-
-Make blocking arms (MUCH) More effective- up to 95% block chance
*Also NEW* ~Performance
-Use instruments to influence the stats of dwarves a bit
-leaders can also inspire their troops
-only for the 2 small theatres
-Perform rituals to turn everyone in the theatre into vampires, werewolves, or druids; can also just regenerate
-only for the 2 large theatres (16x16 and 31x31!)
-Other various functions
-wake up everyone and stop parties/breaks
-remove all bad thoughts
~Outfitting Industry
-Make special parts to outfit your dwarves with, such as a flamethrower, a generator, and (magma) diving equipment.
~Gem-making
-Diamonds, rubies, emeralds, and sapphires galore! A few others were added and will be added as requested or needed
-requires steam engines from the gnomes for the power needed for diamond pressing (dwarfpower simply isn't enough to press diamonds)
-other gems don't require them
~Weapon-quality glass
-Convert normal raw glass into warglass, to be made into weapons and armor, or make it even better by adding other things to it
~Candy making
-Cotton candy or small candies, candies give a sugar high that makes dwarves faster
~Advanced Weaponsmithing
-Create perfect dwarven weaponry, but at a high price. One part requires someone to find the will of Armok, which takes a boulder and has a 1% chance to make the gem "Will of Armok." The second part requires a dwarf to give their life for Armok, and their soul forms a stone to use in the creation of a master weapon. A gilded hilt or grip must be made for the weapon out of a suitable material, which must be a precious metal (Silver, gold, platinum, black bronze, rose gold, electrum) and also has a gem in it. For the blade or hammer of the weapon itself, an alloy of mastersteel and starmetal must be made.
-Any smith can make one such weapon, but afterwards, they tend to marvel so much at their creation that their brain is overpowered, and they die instantly. If not, they become a master smith, but at a cost. They no longer care for romance anymore, being devoted as they are to their art.
-Hammers, axes, heavy blades, medium swords, and light rapiers are all available to make.
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Races added/changed:
~Dwarves:
-Dwarven fish, which can produce many, many things (Iron bars, coke, eggs, crystal rock, pearlash, nether-cap logs, webs) and also have a deadly poison on their bite attack.
-Can create valuable gems from raw components, more or less realistic processes.
-Can make candy and cotton candy (NOT spoiler material. Foodstuffs. It was necessary.)
-Carts and a filling station for filling carts and iron buckets with magma
-Mastersteel - Better than steel, requires 3 bars of steel and a bucket of magma for 3 bars of mastersteel. Very nice for slashing weapons and armor - stronger and less dense than steel
-Star Steel - Required for the making of master weapons.
~Goblins:
-Added goblinite as a new metal that these guys drop on death. Slightly better than iron, but you only get a supply based on the number of goblins dead.
~Humans and Elves:
-Bring sugarcane and its derivatives for trade. Haven't gotten to molasses, but sugar and syrup are fair game. (Note-sugar is used for cotton candy.)
-Elves have greatbows and recurved greatbows- these powerhouses are better than vanilla crossbows and bows, with a blade attached.
~Smallkin:
-About the size of a hedgehog, but still manage to survive worldgen
-Some interesting castes, such as ones that can paralyze foes, or even turn them to stone.
-Their own language, courtesy of DFLang.
~Minotauri:
-A little weaker than minotaurs, but they have an entire civilization
-Castes that are bigger, stronger, tougher, and faster, but are rare
-Folded steel - Better than steel, requires 3 bars of steel and three boulders for 3 bars of folded steel. Very nice for blunt weapons and (less so for) armor - stronger and more dense than steel
-Their own language, courtesy of DFLang.
~Perleste:
-Tall & Agile
-Styled off of RW French-rapiers, partisans, and brigandines
-Their own language, courtesy of DFLang
~Tech Gnomes:
-Gnomes that are strong, fast, and enduring due to their technology
-Have steam engines and generators for casting, diamond pressing, and welding
-Have advanced weapons- Railbow and boltcaster- like the greatbows of the elves, and also gunblades.
~Sea Gnomes:
-They are pirates.
-Don't do much right now, will probably make them raiders at some point and give them nice things.
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Metals added:
~Starmetal:
-denser than iron, can be found everywhere in small clusters. Useful as an alloying agent for perfect glass and star steel.
~Goblinite:
-just better than iron, is green, and drops when a goblin dies
~Mastersteel:
-better than steel
-less dense and stronger
~Star steel:
-better than steel
-used solely for the making of master weapons
~Folded steel:
-better than steel
-more dense and stronger
~Green warglass:
-slightly worse than iron, but sharper and more valuable
~Clear warglass:
-slightly better than iron, also sharper and more valuable
~Crystal warglass:
-better than iron, also sharper and more valuable
~Vulcanglass:
-warm to the touch, a little denser and better than 'standard' warglass
~Shiverglass:
-cold to the touch, a little less dense and better than 'standard' warglass
~Perfect warglass
-exceptionally light but not quite as good as adamantine
~Kiniron and kinsteel
-only available to smallkin, behaves like adamantine for cloth and metals, a bit better than iron and steel, respectively
~Sylvan wood
-only available through the elves- a bit better than Iron- should be used for weapons
~Sylvanbane wood
-Perverted Sylvan wood- extra effective verses elves.
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Weaponry (and a couple armors) added:
~War and Brawling knuckles, and battleclaws:
-2 handed
-Blunt and edge for the knuckles, battleclaws are edge
-War are more powerful than brawling knuckles, all can do damage well
~Western Weapons:
-foil, sabre, estoc, rapier, partisan
-1-handed (except partisan)
-use concentration skill (except partisan)
-various uses
-for Perleste
~Battlestaff:
-2 handed
-Blunt and edge
-From a request from jackbod for his necromancer. Have fun with it.
~Mini Crossbows, Railbows and boltcasters
-Mini are 1-handed, Railbows & boltcasters are 2-handed
-Mini have edge, Railbows & boltcasters have blunt
-Railbows & boltcasters are much more powerful (rail more so), Mini crossbows are useful for dwarves to have a shield and a crossbow
-Railbows have ammunition for slicing, piercing, and blunt, minicrossbows use minibolts, boltcasters use bolts.
~Greatbows and Recurved Greatbows
-2 handed
-both have edge attacks (greatbows are a little better, but not much)
-Recurved greatbows must use heavy arrows, and have both piercing and slashing ammunition
-Used by elves
~Gunblades:
-3 variations: wristblade gun bracers, gunblades, and two-handed gunblades
-All have edge, all but bracer have blunt as well (hilt smash and flat slap), ranged are piercing
-Bracers use small bullets, others use normal bullets
-Courtesy of a suggestion by Hugo the Dwarf
~Minotaur [great]axes:
-Minotaur axes are slightly better than normal greataxes (same size) = 2 handed for all but minotauri
-Minotaur greataxes are 2 handed for everyone but ~30 year olds of the largest caste of minotauran (about one in 5 thousand, I think)
-Edge and blunt
-For the badass in you.
~Smallpicks:
-For smallkin, they are really just small picks
-Worse than normal pick, but only useful for smallkin
~Throwing weapons:
-Javelins, Great javelins, Throwing axes, Tomahawks, Throwing hammers, and Throwing knives
-1 handed
-Each assumes that you have an extra to use in hand-to-hand, so each has appropriate attacks
-Courtesy of a suggestion by Hugo the Dwarf
~Master Weapons:
-mostly 1-handed, the blade may be 2 for some
-Better than all other weapons, but require hefty sacrifices (foremost, a dwarf, possibly two)
~Far East Weapons:
-Katana, wakizashi, tachi, yari, ninja-to, naginata
-mostly 1-handed, except yari and naginata (pike and halberd, as a general idea)
-rather powerful
-Used by elves
~Magic Wands!
-Fireball, Firejet, Burning Bolts, Webs, Magic Missiles, and Frost Bolts
-Make from a magical staff and hearts of Armok
~Blocking bracer:
-Right in-between a buckler and a shield, in everything.
-Only shield available to new races
-Courtesy of a suggestion by Hugo the Dwarf
~Main Gauche
-For Perleste
~Blocking Arm:
-a shield for your whole arm
-Can be improved twice- to 95% block chance
~Balaclava:
-Under your helm or cap, a 100% coverage cloth or leather headpiece
-Courtesy of a suggestion by Replica
~Full Plate armor
-better than a breastplate- more coverage and thicker
-heavier too
~Shoulderpads (Both single and double)
-Fit over armor, smallish coverage and layer- mostly flavor
-Actually get better with enchanting
~Surcoats
-standard leather/cloth, or also in chain
-Both varieties have a standard and a long variation
-long protects all the legs as well, standard only covers the upper legs
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Also added:
Liquid carts:
~Idea and reactions courtesy of Urist DaVinci
~Carts and a filling station for magma transport and use
Nerf Ranged:
~Nerfed the vanilla ranged weapon armor penetration and power
-Thanks to Pirate Bob for research and numbers for fixes.
-If crazy power is wanted, use railbows.
Gore+:
~Compilation of:
-Nihilist's Brain stem Project
-Vherid's neck and spine fixes
-Hugo the Dwarf's neck and spine fixes
-SanDiego's realistic tissues
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☼Comes Prepackaged with the Pheobus Tileset or as just the RAW files. ASCII version forthcoming.
INSTALLATION:
+Prepackaged:
Put the folder anywhere and run.
+RAWS:-NOT up to date
-Put the text docs into your Dwarf Fortress/raw/objects folder.
☼If there are any changes on your entity, creature_standard, or body files, this will override them. If you don't want this, don't copy or overwrite these files. Note that you won't get the changes from Gore+.
Also, if anyone has a solution, I've been cleaning up the errorlog, but I can't figure out how to get rid of this:
*** Error(s) finalizing the creature SMALLKIN
SMALLKIN:FEMALE_TERRORWING:right wing: No tissue thickness
SMALLKIN:FEMALE_TERRORWING:left wing: No tissue thickness
SMALLKIN:MALE_TERRORWING:right wing: No tissue thickness
SMALLKIN:MALE_TERRORWING:left wing: No tissue thickness
I'm sure that I'm just missing a single token somewhere
Download Links:
Fortress Complete with Pheobus Fortress Complete overlay RAWS -NOT UP TO DATE